This commit is contained in:
Kim Ravn Hansen
2025-09-19 16:04:11 +02:00
parent b1d667d7cb
commit 3a9185ca94
20 changed files with 2520 additions and 360 deletions

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Simple 3D Dungeon Crawler</title>
<style>
body {
margin: 0;
overflow: hidden;
font-family:
-apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Open Sans",
"Helvetica Neue", sans-serif;
background-color: #111;
color: #fff;
display: flex;
flex-direction: column;
align-items: center;
}
#info-container {
position: absolute;
top: 10px;
left: 10px;
background-color: rgba(0, 0, 0, 0.7);
padding: 15px;
border-radius: 10px;
max-width: 350px;
border: 1px solid #444;
}
h1 {
margin-top: 0;
font-size: 1.2em;
}
p,
li {
font-size: 0.9em;
line-height: 1.5;
}
ul {
padding-left: 20px;
}
#crosshair {
position: absolute;
top: 50%;
left: 50%;
width: 4px;
height: 4px;
background-color: white;
border-radius: 50%;
transform: translate(-50%, -50%);
pointer-events: none; /* So it doesn't interfere with mouse lock */
}
#game-canvas {
display: block;
}
</style>
</head>
<body>
<div id="info-container">
<h1>First-Person Dungeon Crawler</h1>
<p>Create a <strong>map.txt</strong> file to load your own dungeon:</p>
<ul>
<li><code>#</code> = Wall</li>
<li><code>&nbsp;</code> (space) = Floor</li>
<li><code>P</code> = Player Start</li>
</ul>
<p><strong>Controls:</strong></p>
<ul>
<li><strong>Click Screen:</strong> Lock mouse for camera control</li>
<li><strong>W / S:</strong> Move Forward / Backward</li>
<li><strong>A / D:</strong> Strafe Left / Right</li>
<li><strong>Mouse:</strong> Look Around</li>
<li><strong>ESC:</strong> Unlock mouse</li>
</ul>
<input type="file" id="map-upload" accept=".txt" />
</div>
<div id="crosshair"></div>
<canvas id="game-canvas"></canvas>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
/**
* A class that creates an ASCII effect.
*
* The ASCII generation is based on [jsascii]{@link https://github.com/hassadee/jsascii/blob/master/jsascii.js}.
*
* @three_import import { AsciiEffect } from 'three/addons/effects/AsciiEffect.js';
*/
class AsciiEffect {
/**
* Constructs a new ASCII effect.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {string} [charSet=' .:-=+*#%@'] - The char set.
* @param {AsciiEffect~Options} [options] - The configuration parameter.
*/
constructor(renderer, charSet = " .:-=+*#%@", options = {}) {
// ' .,:;=|iI+hHOE#`$';
// darker bolder character set from https://github.com/saw/Canvas-ASCII-Art/
// ' .\'`^",:;Il!i~+_-?][}{1)(|/tfjrxnuvczXYUJCLQ0OZmwqpdbkhao*#MW&8%B@$'.split('');
// Some ASCII settings
const fResolution = options["resolution"] || 0.15;
const iScale = options["scale"] || 1;
const bColor = options["color"] || false;
const bAlpha = options["alpha"] || false;
const bBlock = options["block"] || false;
const bInvert = options["invert"] || false;
const strResolution = options["strResolution"] || "low";
let width, height;
const domElement = document.createElement("div");
domElement.style.cursor = "default";
const oAscii = document.createElement("table");
domElement.appendChild(oAscii);
let iWidth, iHeight;
let oImg;
/**
* Resizes the effect.
*
* @param {number} w - The width of the effect in logical pixels.
* @param {number} h - The height of the effect in logical pixels.
*/
this.setSize = function (w, h) {
width = w;
height = h;
renderer.setSize(w, h);
initAsciiSize();
};
/**
* When using this effect, this method should be called instead of the
* default {@link WebGLRenderer#render}.
*
* @param {Object3D} scene - The scene to render.
* @param {Camera} camera - The camera.
*/
this.render = function (scene, camera) {
renderer.render(scene, camera);
asciifyImage(oAscii);
};
/**
* The DOM element of the effect. This element must be used instead of the
* default {@link WebGLRenderer#domElement}.
*
* @type {HTMLDivElement}
*/
this.domElement = domElement;
// Throw in ascii library from https://github.com/hassadee/jsascii/blob/master/jsascii.js (MIT License)
function initAsciiSize() {
iWidth = Math.floor(width * fResolution);
iHeight = Math.floor(height * fResolution);
oCanvas.width = iWidth;
oCanvas.height = iHeight;
// oCanvas.style.display = "none";
// oCanvas.style.width = iWidth;
// oCanvas.style.height = iHeight;
oImg = renderer.domElement;
if (oImg.style.backgroundColor) {
oAscii.rows[0].cells[0].style.backgroundColor = oImg.style.backgroundColor;
oAscii.rows[0].cells[0].style.color = oImg.style.color;
}
oAscii.cellSpacing = "0";
oAscii.cellPadding = "0";
const oStyle = oAscii.style;
oStyle.whiteSpace = "pre";
oStyle.margin = "0px";
oStyle.padding = "0px";
oStyle.letterSpacing = fLetterSpacing + "px";
oStyle.fontFamily = strFont;
oStyle.fontSize = fFontSize + "px";
oStyle.lineHeight = fLineHeight + "px";
oStyle.textAlign = "left";
oStyle.textDecoration = "none";
}
const strFont = "courier new, monospace";
const oCanvasImg = renderer.domElement;
const oCanvas = document.createElement("canvas");
if (!oCanvas.getContext) {
return;
}
const oCtx = oCanvas.getContext("2d");
if (!oCtx.getImageData) {
return;
}
let aCharList;
if (charSet) {
aCharList = charSet.split("");
} else {
const aDefaultCharList = " .,:;i1tfLCG08@".split("");
const aDefaultColorCharList = " CGO08@".split("");
aCharList = bColor ? aDefaultColorCharList : aDefaultCharList;
}
// Setup dom
const fFontSize = (2 / fResolution) * iScale;
const fLineHeight = (2 / fResolution) * iScale;
// adjust letter-spacing for all combinations of scale and resolution to get it to fit the image width.
let fLetterSpacing = 0;
if (strResolution == "low") {
switch (iScale) {
case 1:
fLetterSpacing = -1;
break;
case 2:
case 3:
fLetterSpacing = -2.1;
break;
case 4:
fLetterSpacing = -3.1;
break;
case 5:
fLetterSpacing = -4.15;
break;
}
}
if (strResolution == "medium") {
switch (iScale) {
case 1:
fLetterSpacing = 0;
break;
case 2:
fLetterSpacing = -1;
break;
case 3:
fLetterSpacing = -1.04;
break;
case 4:
case 5:
fLetterSpacing = -2.1;
break;
}
}
if (strResolution == "high") {
switch (iScale) {
case 1:
case 2:
fLetterSpacing = 0;
break;
case 3:
case 4:
case 5:
fLetterSpacing = -1;
break;
}
}
// can't get a span or div to flow like an img element, but a table works?
// convert img element to ascii
function asciifyImage(oAscii) {
oCtx.clearRect(0, 0, iWidth, iHeight);
oCtx.drawImage(oCanvasImg, 0, 0, iWidth, iHeight);
const oImgData = oCtx.getImageData(0, 0, iWidth, iHeight).data;
// Coloring loop starts now
let strChars = "";
// console.time('rendering');
for (let y = 0; y < iHeight; y += 2) {
for (let x = 0; x < iWidth; x++) {
const iOffset = (y * iWidth + x) * 4;
const iRed = oImgData[iOffset];
const iGreen = oImgData[iOffset + 1];
const iBlue = oImgData[iOffset + 2];
const iAlpha = oImgData[iOffset + 3];
let iCharIdx;
let fBrightness;
fBrightness = (0.3 * iRed + 0.59 * iGreen + 0.11 * iBlue) / 255;
// fBrightness = (0.3*iRed + 0.5*iGreen + 0.3*iBlue) / 255;
if (iAlpha == 0) {
// should calculate alpha instead, but quick hack :)
//fBrightness *= (iAlpha / 255);
fBrightness = 1;
}
iCharIdx = Math.floor((1 - fBrightness) * (aCharList.length - 1));
if (bInvert) {
iCharIdx = aCharList.length - iCharIdx - 1;
}
// good for debugging
//fBrightness = Math.floor(fBrightness * 10);
//strThisChar = fBrightness;
let strThisChar = aCharList[iCharIdx];
if (strThisChar === undefined || strThisChar == " ") strThisChar = "&nbsp;";
if (bColor) {
strChars +=
"<span style='" +
"color:rgb(" +
iRed +
"," +
iGreen +
"," +
iBlue +
");" +
(bBlock
? "background-color:rgb(" + iRed + "," + iGreen + "," + iBlue + ");"
: "") +
(bAlpha ? "opacity:" + iAlpha / 255 + ";" : "") +
"'>" +
strThisChar +
"</span>";
} else {
strChars += strThisChar;
}
}
strChars += "<br/>";
}
oAscii.innerHTML = `<tr><td style="display:block;width:${width}px;height:${height}px;overflow:hidden">${strChars}</td></tr>`;
// console.timeEnd('rendering');
// return oAscii;
}
}
}
/**
* This type represents configuration settings of `AsciiEffect`.
*
* @typedef {Object} AsciiEffect~Options
* @property {number} [resolution=0.15] - A higher value leads to more details.
* @property {number} [scale=1] - The scale of the effect.
* @property {boolean} [color=false] - Whether colors should be enabled or not. Better quality but slows down rendering.
* @property {boolean} [alpha=false] - Whether transparency should be enabled or not.
* @property {boolean} [block=false] - Whether blocked characters should be enabled or not.
* @property {boolean} [invert=false] - Whether colors should be inverted or not.
* @property {('low'|'medium'|'high')} [strResolution='low'] - The string resolution.
**/
// --- Basic Setup ---
let scene, camera, renderer;
let mapData = [],
mapWidth,
mapHeight;
const TILE_SIZE = 5; // Size of each grid square in the world
const WALL_HEIGHT = 5;
// --- Player State ---
const player = {
height: WALL_HEIGHT / 2,
speed: 0.15,
turnSpeed: 0.05,
velocity: new THREE.Vector3(),
controls: {
moveForward: false,
moveBackward: false,
moveLeft: false,
moveRight: false,
},
};
// --- Initialization ---
function init() {
// Scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x1a1a1a);
scene.fog = new THREE.Fog(0x1a1a1a, 10, 50);
// Camera (First-person view)
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.y = player.height;
// Renderer
renderer = new THREE.WebGLRenderer({ canvas: document.getElementById("game-canvas"), antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0x404040, 2);
scene.add(ambientLight);
const pointLight = new THREE.PointLight(0xffffff, 1.5, 100);
pointLight.position.set(0, WALL_HEIGHT * 1.5, 0); // Light is attached to player
camera.add(pointLight); // Attach light to camera
scene.add(camera); // Add camera to scene to ensure light is added
// Event Listeners
document.getElementById("map-upload").addEventListener("change", handleMapUpload);
window.addEventListener("resize", onWindowResize);
document.addEventListener("keydown", onKeyDown);
document.addEventListener("keyup", onKeyUp);
// Mouse Look Controls
setupPointerLock();
// Load a default map
loadMap(getDefaultMap());
// Start the game loop
animate();
}
// --- Map Handling ---
function getDefaultMap() {
return [
"##########",
"#P # #",
"# # ### #",
"#### # # #",
"# # #",
"# ###### #",
"# # #",
"# # ######",
"# # #",
"##########",
].join("\n");
}
function handleMapUpload(event) {
const file = event.target.files[0];
if (!file) return;
const reader = new FileReader();
reader.onload = (e) => {
loadMap(e.target.result);
};
reader.readAsText(file);
}
function loadMap(data) {
// Clear existing map objects from scene
const objectsToRemove = [];
scene.children.forEach((child) => {
if (child.userData.isMapTile) {
objectsToRemove.push(child);
}
});
objectsToRemove.forEach((obj) => scene.remove(obj));
// Parse new map data
mapData = data.split("\n").map((row) => row.split(""));
mapHeight = mapData.length;
mapWidth = mapData[0].length;
// Create geometry and materials once
const wallGeometry = new THREE.BoxGeometry(TILE_SIZE, WALL_HEIGHT, TILE_SIZE);
const wallMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8 });
const floorGeometry = new THREE.PlaneGeometry(TILE_SIZE, TILE_SIZE);
const floorMaterial = new THREE.MeshStandardMaterial({ color: 0x444444, side: THREE.DoubleSide });
// Build the scene from the map data
for (let y = 0; y < mapHeight; y++) {
for (let x = 0; x < mapWidth; x++) {
const char = mapData[y][x];
const worldX = (x - mapWidth / 2) * TILE_SIZE;
const worldZ = (y - mapHeight / 2) * TILE_SIZE;
if (char === "#") {
const wall = new THREE.Mesh(wallGeometry, wallMaterial);
wall.position.set(worldX, WALL_HEIGHT / 2, worldZ);
wall.userData.isMapTile = true;
scene.add(wall);
} else {
// Add floor for every non-wall tile
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.position.set(worldX, 0, worldZ);
floor.userData.isMapTile = true;
scene.add(floor);
}
if (char === "@") {
camera.position.x = worldX;
camera.position.z = worldZ;
}
}
}
// Add a ceiling
const ceilingGeometry = new THREE.PlaneGeometry(mapWidth * TILE_SIZE, mapHeight * TILE_SIZE);
const ceilingMaterial = new THREE.MeshStandardMaterial({ color: 0x555555, side: THREE.DoubleSide });
const ceiling = new THREE.Mesh(ceilingGeometry, ceilingMaterial);
ceiling.rotation.x = Math.PI / 2;
ceiling.position.y = WALL_HEIGHT;
ceiling.userData.isMapTile = true;
scene.add(ceiling);
}
function isWall(x, z) {
const mapX = Math.floor(x / TILE_SIZE + mapWidth / 2);
const mapY = Math.floor(z / TILE_SIZE + mapHeight / 2);
if (mapX < 0 || mapX >= mapWidth || mapY < 0 || mapY >= mapHeight) {
return true; // Treat out of bounds as a wall
}
return mapData[mapY][mapX] === "#";
}
// --- Controls & Movement ---
function setupPointerLock() {
const canvas = renderer.domElement;
canvas.addEventListener("click", () => {
canvas.requestPointerLock();
});
document.addEventListener("pointerlockchange", () => {
if (document.pointerLockElement === canvas) {
document.addEventListener("mousemove", onMouseMove);
} else {
document.removeEventListener("mousemove", onMouseMove);
}
});
}
function onMouseMove(event) {
if (document.pointerLockElement !== renderer.domElement) return;
const movementX = event.movementX || 0;
camera.rotation.y -= movementX * 0.002;
}
function onKeyDown(event) {
switch (event.code) {
case "KeyW":
case "ArrowUp":
player.controls.moveForward = true;
break;
case "KeyS":
case "ArrowDown":
player.controls.moveBackward = true;
break;
case "KeyA":
case "ArrowLeft":
player.controls.moveLeft = true;
break;
case "KeyD":
case "ArrowRight":
player.controls.moveRight = true;
break;
}
}
function onKeyUp(event) {
switch (event.code) {
case "KeyW":
case "ArrowUp":
player.controls.moveForward = false;
break;
case "KeyS":
case "ArrowDown":
player.controls.moveBackward = false;
break;
case "KeyA":
case "ArrowLeft":
player.controls.moveLeft = false;
break;
case "KeyD":
case "ArrowRight":
player.controls.moveRight = false;
break;
}
}
function updatePlayerPosition() {
const direction = new THREE.Vector3();
camera.getWorldDirection(direction);
const right = new THREE.Vector3();
right.crossVectors(camera.up, direction).normalize();
player.velocity.set(0, 0, 0);
if (player.controls.moveForward) {
player.velocity.add(direction);
}
if (player.controls.moveBackward) {
player.velocity.sub(direction);
}
if (player.controls.moveLeft) {
player.velocity.add(right);
}
if (player.controls.moveRight) {
player.velocity.sub(right);
}
if (player.velocity.length() > 0) {
player.velocity.normalize().multiplyScalar(player.speed);
}
// Collision detection
const collisionMargin = TILE_SIZE / 4;
let moveX = true,
moveZ = true;
if (isWall(camera.position.x + player.velocity.x * collisionMargin, camera.position.z)) {
moveX = false;
}
if (isWall(camera.position.x, camera.position.z + player.velocity.z * collisionMargin)) {
moveZ = false;
}
if (moveX) camera.position.x += player.velocity.x;
if (moveZ) camera.position.z += player.velocity.z;
}
// --- Main Loop ---
function animate() {
requestAnimationFrame(animate);
updatePlayerPosition();
renderer.render(scene, camera);
}
// --- Utility ---
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// --- Start everything ---
init();
</script>
</body>
</html>